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Dark Angels: Hunt for the Fallen 3.1.

1
By Kalen "Angel_of_Caliban" Matson
The Dark Angel army has a Strategy Rating of 5. All Dark Angel formations have an initiative rating of 1+.
All Standard Space Marine rules apply unless otherwise noted or replace as stated below.
Dark Angels Core
You may select any number of Dark Angels Core Detachments.
Detachment
Deathwing

Ravenwing

Unit

Upgrades
Master, Deathwing Tactics,
Deathwing Support, Dreadnought
4 Terminator Units
and Land Raider
For every Deathwing detachment taken you may take two Line Company detachment.
4 Bike Units and 4 Attack Bike Units

Master, Ravenwing Tactics

Cost
350

350

For every Ravenwing detachment taken you may take one Ravenwing Support and one Line Company detachment.
Master, Hunter, Executioner and
4 Predator Units
250
Ironwing
Ironwing Support
(Annihilator or Destructor)
For every Ironwing detachment taken you may take one Ironwing Support and one Line Company detachment.
Line Company
Detachment

Unit

Upgrades

Cost

Tactical

6 Tactical Plasma Units


plus transport

Master, Deathwing Support,


Dreadnought, Hunter, Ironwing
Support, Land Raider and Razorback

275

Assault

4 Assault Units

Master

175

Devastator

4 Devastator Units
plus transport

Master, Dreadnought, Hunter,


Ironwing Support, Land Raider,
Plasma and Razorback

250

Scout

4 Sniper Scout Units


plus transport
1 Thunderhawk
1 Strike Cruiser

Master, Razorback

200

None
Battle Barge

200
200

Upgrades
None
Master, Ravenwing Tactics

Cost
250
200

Upgrades
Master, Hunter, Ironwing Support
None
Master, Hunter

Cost
325
350
300

Thunderhawk
Strike Cruiser

Ravenwing Support
Detachment
Air
Ground

Unit
2 Nephilim Jetfighters
5 Attack Bike Units
Ironwing Support

Detachment
Land Raider
Landing Craft
Whirlwind

Unit
4 Land Raiders or Land Raider Ares
1 Landing Craft
4 Whirlwinds

Each Upgrade may be taken once per detachment


Upgrade
Master
Deathwing Support
Deathwing Tactics
Ravenwing Tactics
Ironwing Support
Executioner
Dreadnought
Hunter
Land Raider
Plasma
Razorback
Battle Barge

Intractable

Dark Angels Upgrades


Unit
Add a Company Master, Interrogator Chaplain, Deathwing Librarian or 0-1 Grand
Master (additional +50).
Add 2 Terminators or 2 Assault Terminators.
Replace any pair of Terminators with Assault Terminators.
Replace any Attack Bikes with Land Speeders, Land Speeder Tornado or Land
Speeder Typhoon(additional +25).
Add up to 2 Predator Destructor or Annihilator.
Replace any pair of Predator Destructors with a pair of Preadator Executioners.
Add up to 2 Dreadnoughts, Hellfire or Executioner.
Add 1 Hunter or 2 Hunters.
Add up to 4 Land Raider, Standard or Crusader.
Replace any Devastator with Plasma Devastator.
Add any number, up to the number required transport.
Replace a Strike Cruiser with a Battle Barge.

Cost
50 (+50 GM) Each
175
Free
Free (+25 Typhoon)
50 Each
25 Pair
50 Each
75 or 125
75 Each
Free
25 Each
150

Dark Angels Special Rules


When forced to take a Hold Action, a Dark Angel formation cannot move. They gain Fearless for the rest of
the turn. Ravenwing units are exempted from this rule.

Ravenwing

All Bikes, Attack Bikes, Land Speeders (All Variants) have Scouts ability. Bikes and Attack Bikes have Teleport
Homers which allows Terminator to re-roll a failed Teleport test if within 15cm.

Unforgiven

The Dark Angel's secret is theirs alone. No Imperial Allies can be taken in this Dark Angel Force.

Hunt for the Fallen

Before deployment, after army selection: The Dark Angels player decides whether to use the Hunt for the
Fallen VC. If it is used, the opponent chooses one of his/her formations that has either at least one infantry
unit or a character upgrade and nominates that formation as the one containing the Fallen. This formation
must start the game set up on the table. The Dark Angels player must destroy this formation completely to
score the Hunt for the Fallen VC.
This replaces the Blitz objective for the Dark Angel player
Space Marine Special Rules

Space Marine
Transports

They Shall
Know No Fear

The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually
includes enough Rhino transport vehicles to transport it and any upgrades that have been taken.
Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos
will always be the minimum needed to carry the formation, you cant take extras along to cover any losses!
Note that many formations dont receive Rhinos, usually because they cant fit into them. Detachments
that come with Rhinos will be noted as having plus transport in the units section of the army list opposite.
Also note that you dont have to take Rhinos if you dont want to. If youd rather field the formation on
foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you
may do so.
In addition, you may choose to replace a detachments Rhinos with Drop Pods. If you do this then the
detachment will enter play in a Drop Pod using the rules for Planetfall (see section Planetfall). Note that if
you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to
deploy the drop pods from.
Before each game, after the opposing army is known but before objectives are placed, the Space Marine
player may choose which formations with the plus transport aspect are deployed in Rhinos, Drop Pods or
on foot. If the formation has any units unable to deploy in Drop Pods then that option cannot be selected.
Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:
* It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any
leftover Blast markers).
* Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
* Space Marines formations only count half their number of Blaster markers in assault resolution (rounding
downnote that assault resolution will not receive +1 for having no Blast markers if the formation has 1
Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation
that loses an assault, rounding down in favour of the Space Marines.
* When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the
number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast
markers instead of 1.

Dark Angels 3.0


The Dark Angel army has a Strategy Rating of 5. All Dark Angel formations have an initiative rating of 1+.
NAME
Grand Master

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

RANGE

FIREPOWER

NOTES

Character

N/A

N/A

N/A

N/A

Power Weapon

Contact

EA +1, MW

Invulnerable Save, Supreme Commander, Fearless

Company Master

Character

N/A

N/A

N/A

N/A

Power Weapon

Contact

EA +1, MW

Leader, Commander, Fearless

Interrogator Chaplain

Character

N/A

N/A

N/A

N/A

Power Weapon

Contact

EA +1, MW

Leader, Inspiring, Fearless

Deathwing Librarian

Character

N/A

N/A

N/A

N/A

Power Weapon

Contact

EA +1, MW

Leader, Fearless

Smite

(15cm)

EA +1, MW

Infantry

15cm

4+

3+

3+

Power Weapon

Contact

EA +1, MW

2x Assault Cannon

30cm

AP5+/AT5+
EA +1, MW

Terminator

Reinforced Amour, Teleport, Thick Rear Amour

Assault Terminator

Infantry

15cm

4+

2+

N/A

Lighting Claws/Thunder Hammer

Contact

Ravenwing Bike

Infantry

35cm

4+

3+

4+

Chainswords

Contact

Bolt Pistols

(15cm)

Ravenwing Attack Bike

LV

35cm

4+

5+

5+

Heavy Bolter

30cm

AP5+

Scout

Land Speeder

LV

35cm

4+

6+

5+

Multi-Melta

(15cm)

MW

Skimmer, Scout

15cm

MW5+

Land Speeder Torando

LV

35cm

4+

6+

5+

Assault Cannon

30cm

AP5+/AT5+

Heavy Bolter

30cm

AP5+

Twin Typhoon Missile Launcher

45cm

AP3+/AT5+

Heavy Bolter

30cm

AP5+

Chainswords

Contact

Bolt Pistols

(15cm)

Land Speeder Typhoon

Assault

LV

Infantry

35cm

30cm

4+

4+

6+

3+

5+

5+

Invulnerable Save, Reinforced Amour, Teleport, Thick Rear Amour


Mounted, Scout

Skimmer, Scout

Skimmer, Scout

Jump Packs

Tactical Plasma

Infantry

15cm

4+

4+

4+

Plasma Cannon

30cm

AP3+/AT5+

Devastator Plasma

Infantry

15cm

4+

5+

3+

2x Plasma Cannon

30cm

AP3+/AT5+

Devastator

Infantry

15cm

4+

5+

3+

2x Missile Launcher

45cm

AP5+/AT6+

Sniper Scout

Infantry

15cm

5+

4+

5+

Sniper Rifle

30cm

AP5+

Infiltrator, Scout, Sniper

AV

15cm

3+

4+

4+

Plasma Cannon

30cm

AP3+/AT5+

Walker

Power Fist

Contact

EA +1, MW

Missile Launcher

45cm

AP5+/AT6+

Twin Lascannon

45cm

AT4+

Hunter Killer

60cm

AT4+/AA4+

Executioner Dreadnought

Hellfire Dreadnought

AV

15cm

3+

4+

4+

Hunter

AV

30cm

5+

6+

6+

Walker

Rhino

AV

30cm

5+

6+

6+

Storm Bolter

(15cm)

(Small Arms)

Transport (May carry 2: Tactical, Devastator and Scout)

Razorback

AV

30cm

5+

6+

5+

Twin Heavy Bolter OR

30cm

AP4+

Transport (May carry 1: Tactical, Devastator and Scout)

Twin Lascannon

45cm

AT4+
AP5+/AT6+

Predator Destructor

AV

30cm

4+

6+

3+

Autocannon

45cm

2x Heavy Bolter

30cm

AP5+
AT4+

Preadator Annihilator

AV

30cm

4+

6+

5+

Twin Lascannon

45cm

2x Lascannon

45cm

AT5+

Preadator Executioner

AV

30cm

4+

6+

5+

Plasma Destroyer

60cm

MW4+

2x Heavy Bolter

30cm

AP5+

Whirlwind

AV

30cm

5+

6+

5+

Whirlwind Missile Launcher

45cm

1 BP, Indirect Fire

Dark Angels 3.0


The Dark Angel army has a Strategy Rating of 5. All Dark Angel formations have an initiative rating of 1+.
NAME
Land Raider

Land Raider Ares

Land Raider Crusader

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

RANGE

FIREPOWER

NOTES

AV

25cm

4+

6+

4+

Twin Heavy Bolter

30cm

AP4+

2x Twin Lascannon

45cm

AT4+

Reinforced Amour, Thick Rear Amour, Transport (May carry 1: Terminator OR 2:


Tactical, Devastator)

AV

25cm

4+

5+

5+

Demolisher

30cm

AP3+/AT4+, IC

Twin Assault Cannon

30cm

AP4+/AT4+

Hurricane Bolters

(15cm)

EA +2

Twin Assault Cannon

30cm

AP4+/AT4+

AV

25cm

4+

5+

5+

Drop Pod

Nephillim Jetfighter

Thunderhawk Gunship

Speical

Immobile

5+

N/A

N/A

Deathwind

AC

Fighter

5+

N/A

N/A

AC/WE

Bomber

4+

6+

4+

15cm

AP5+/AT5+

Avenger Mega-Bolter

30cm

2x AP3+/AT5+/AA5+

Blacksword Missiles

30cm

AT5+ FxF

Battle Cannon

75cm

AP4+/AT4+ FxF

Twin Heavy Bolter

15cm

AP4+/AA5+ LF

Twin Heavy Bolter

15cm

AP4+/AA5+ RF

2x Twin Heavy Bolter

30cm

AP4+/AA5+ FxF

3x Twin Heavy Bolter

15cm

AP4+/AA5+

2x Twin Lascannon

45cm

AT4+

Landing Craft
AC/WE

Bo,ber

4+

5+

3+

Strike Cruiser

SC

N/A

N/A

N/A

N/A

Orbital Bombardment

N/A

5 BP, MW

Battle Barge

SC

N/A

N/A

N/A

N/A

Orbital Bombardment

N/A

14 BP, MW

Reinforced Amour, Thick Rear Amour, Walker

Reinforced Amour, Thick Rear Amour, Transport (May carry 2: Terminator OR 3:


Tactical, Devastator)
Planetfall, Transport (May carry 1 formation that includes only Tactical, Devastator
and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks
all enemy units within 15cm. Each enemy formation attacked receives a Blast marker
for coming under fire, and an extra Blast marker for each casualty. Then any troops
carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof
another unit from the same formation that has already landed, so long as all units are
placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire.

DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator and Dreadnought.
Terminators and Dreadnoughts take up 2 spaces each.)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground, killing all on board.
DC4, Planetfall, Fearless, Reinforced Armour, Transport (May carry 12 Space Marine
infantry, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts take up 2
spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land
Raider or 6 based on the Rhino.
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer hit.
Transport (May carry 20 of the following units: Space Marine Tactical, Assault,
Devastator, Scout, Bike, Terminator or Dreadnought units; plus 20 of the following
units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or
Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry
any other units on board)
Transport (May carry 60 of the following units: Space Marine Tactical, Assault,
Devastator, Scout, Bike, Terminator or Dreadnought units; plus 60 of the following
units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or
Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry
any other units on board)
Slow and Steady: May not be used on the first two turns of a battle
unless the scenario specifically says otherwise.

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